While Dungeons & Dragons is the most recognised tabletop role-playing game, there are other RPGs which share the tabletop spotlight. One of those is Shadowrun, an RPG about doing undercover corporate work in futuristic cities filled to the brim with both common criminals and the supernatural. Yes, Shadowrun blends a future of augmented computer hackers and magic wielders into one whole, making the game a surprisingly unique fantasy/ cyberpunk-esque experience.
Sadly, Shadowrun has rarely entered the realm video games, with the last great entries occurring over two decades ago and its 2007 entry producing an extremely mediocre first-person shooter. Jordan Weisman, creator of Shadowrun, wanted to change the relationship between his tabletop game and the video game industry. After acquiring the Shadowrun license from Catalyst Game Labs, Weisman created a Kickstarter in March of 2012 asking for $400,000 to create a faithful and worthy video game adaptation of Shadowrun, named Shadowrun Returns. Weisman quickly exceeded his goal and ended his Kickstarter campaign with close to $1.9 million. A year later and here we are, able to play Shadowrun Returns and judge the game on its faithfulness to the original work.

The adaptation of the combat of Shadowrun will turn off purists and may turn off the average video game fan as well. The basics; Shadowrun Returns is a turn-based, isometric RPG where random number generators determine whether or not an attack hits rather than the system that is now standard in the games industry – how much damage an attack does. The combat, while maintaining the core elements of Shadowrun, is unfortunately limited to smaller encounters that are inflexible in how players can approach them, at least in the official campaign. Part of the fun of the Shadowrun tabletop RPG is that because of its flexibility, there could be thousands of possible approaches and solutions to any problem based on a player’s imagination and creativity. Because of the finite nature of video games, Shadowrun Returns only offers a handful of approaches to most situations in the game, and that will displease purists. For those willing to endure the limited choices of the game, there are several niggling issues as well. The ability to save in combat, the ability to trade items between characters, and the ability to gain foresight on a location before moving to it are all absent amenities which game players of this genre have all grown accustomed to.

And at the end of the day, whatever issues I or the community have with Shadowrun Returns may be mute. Included with the game is a campaign editor, allowing for custom story modules to be created and distributed through the Steam Workshop. Looking through guides, it appears that the editor has extra functionality that was not displayed within the Dead Man’s Switch campaign. While I would never recommend buying a game solely because of the promise of community fixes/modifications, Shadowrun Returns should be on radar of those who have a good knack for guessing which game communities will continue or slowly stop.
Overall, Shadowrun Returns is a questionable game with very good writing. In comparison to its genre brethren, the game is lacking a few key features and is not entirely faithful to the tabletop game, and that’s going to upset some purists. The main campaign of the game has excellent writing, elevating the game from being another science-fiction RPG to being a game with the distinctive flavour of Shadowrun. If you are willing to forgive the game with its combat mechanics and are looking for a surprisingly unique setting, I cannot help but recommend Shaodwrun Returns.
– V8Ninja
Contributor
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